summaryrefslogtreecommitdiff
path: root/src/SMAPI
diff options
context:
space:
mode:
Diffstat (limited to 'src/SMAPI')
-rw-r--r--src/SMAPI/Metadata/CoreAssetPropagator.cs78
1 files changed, 40 insertions, 38 deletions
diff --git a/src/SMAPI/Metadata/CoreAssetPropagator.cs b/src/SMAPI/Metadata/CoreAssetPropagator.cs
index 71e51cea..bb269643 100644
--- a/src/SMAPI/Metadata/CoreAssetPropagator.cs
+++ b/src/SMAPI/Metadata/CoreAssetPropagator.cs
@@ -174,7 +174,7 @@ namespace StardewModdingAPI.Metadata
/****
** Content\Characters\Farmer
****/
- case "characters\\farmer\\accessories": // Game1.loadContent
+ case "characters\\farmer\\accessories": // Game1.LoadContent
FarmerRenderer.accessoriesTexture = content.Load<Texture2D>(key);
return true;
@@ -190,26 +190,26 @@ namespace StardewModdingAPI.Metadata
Game1.player.FarmerRenderer = new FarmerRenderer(key, Game1.player);
return true;
- case "characters\\farmer\\hairstyles": // Game1.loadContent
+ case "characters\\farmer\\hairstyles": // Game1.LoadContent
FarmerRenderer.hairStylesTexture = content.Load<Texture2D>(key);
return true;
- case "characters\\farmer\\hats": // Game1.loadContent
+ case "characters\\farmer\\hats": // Game1.LoadContent
FarmerRenderer.hatsTexture = content.Load<Texture2D>(key);
return true;
- case "characters\\farmer\\shirts": // Game1.loadContent
+ case "characters\\farmer\\shirts": // Game1.LoadContent
FarmerRenderer.shirtsTexture = content.Load<Texture2D>(key);
return true;
/****
** Content\Data
****/
- case "data\\achievements": // Game1.loadContent
+ case "data\\achievements": // Game1.LoadContent
Game1.achievements = content.Load<Dictionary<int, string>>(key);
return true;
- case "data\\bigcraftablesinformation": // Game1.loadContent
+ case "data\\bigcraftablesinformation": // Game1.LoadContent
Game1.bigCraftablesInformation = content.Load<Dictionary<int, string>>(key);
return true;
@@ -224,111 +224,111 @@ namespace StardewModdingAPI.Metadata
case "data\\npcdispositions": // NPC constructor
return this.ReloadNpcDispositions(content, key);
- case "data\\npcgifttastes": // Game1.loadContent
+ case "data\\npcgifttastes": // Game1.LoadContent
Game1.NPCGiftTastes = content.Load<Dictionary<string, string>>(key);
return true;
- case "data\\objectinformation": // Game1.loadContent
+ case "data\\objectinformation": // Game1.LoadContent
Game1.objectInformation = content.Load<Dictionary<int, string>>(key);
return true;
/****
** Content\Fonts
****/
- case "fonts\\spritefont1": // Game1.loadContent
+ case "fonts\\spritefont1": // Game1.LoadContent
Game1.dialogueFont = content.Load<SpriteFont>(key);
return true;
- case "fonts\\smallfont": // Game1.loadContent
+ case "fonts\\smallfont": // Game1.LoadContent
Game1.smallFont = content.Load<SpriteFont>(key);
return true;
- case "fonts\\tinyfont": // Game1.loadContent
+ case "fonts\\tinyfont": // Game1.LoadContent
Game1.tinyFont = content.Load<SpriteFont>(key);
return true;
- case "fonts\\tinyfontborder": // Game1.loadContent
+ case "fonts\\tinyfontborder": // Game1.LoadContent
Game1.tinyFontBorder = content.Load<SpriteFont>(key);
return true;
/****
- ** Content\Lighting
+ ** Content\LooseSprites\Lighting
****/
- case "loosesprites\\lighting\\greenlight": // Game1.loadContent
+ case "loosesprites\\lighting\\greenlight": // Game1.LoadContent
Game1.cauldronLight = content.Load<Texture2D>(key);
return true;
- case "loosesprites\\lighting\\indoorwindowlight": // Game1.loadContent
+ case "loosesprites\\lighting\\indoorwindowlight": // Game1.LoadContent
Game1.indoorWindowLight = content.Load<Texture2D>(key);
return true;
- case "loosesprites\\lighting\\lantern": // Game1.loadContent
+ case "loosesprites\\lighting\\lantern": // Game1.LoadContent
Game1.lantern = content.Load<Texture2D>(key);
return true;
- case "loosesprites\\lighting\\sconcelight": // Game1.loadContent
+ case "loosesprites\\lighting\\sconcelight": // Game1.LoadContent
Game1.sconceLight = content.Load<Texture2D>(key);
return true;
- case "loosesprites\\lighting\\windowlight": // Game1.loadContent
+ case "loosesprites\\lighting\\windowlight": // Game1.LoadContent
Game1.windowLight = content.Load<Texture2D>(key);
return true;
/****
** Content\LooseSprites
****/
- case "loosesprites\\controllermaps": // Game1.loadContent
+ case "loosesprites\\controllermaps": // Game1.LoadContent
Game1.controllerMaps = content.Load<Texture2D>(key);
return true;
- case "loosesprites\\cursors": // Game1.loadContent
+ case "loosesprites\\cursors": // Game1.LoadContent
Game1.mouseCursors = content.Load<Texture2D>(key);
return true;
- case "loosesprites\\daybg": // Game1.loadContent
+ case "loosesprites\\daybg": // Game1.LoadContent
Game1.daybg = content.Load<Texture2D>(key);
return true;
- case "loosesprites\\font_bold": // Game1.loadContent
+ case "loosesprites\\font_bold": // Game1.LoadContent
SpriteText.spriteTexture = content.Load<Texture2D>(key);
return true;
- case "loosesprites\\font_colored": // Game1.loadContent
+ case "loosesprites\\font_colored": // Game1.LoadContent
SpriteText.coloredTexture = content.Load<Texture2D>(key);
return true;
- case "loosesprites\\nightbg": // Game1.loadContent
+ case "loosesprites\\nightbg": // Game1.LoadContent
Game1.nightbg = content.Load<Texture2D>(key);
return true;
- case "loosesprites\\shadow": // Game1.loadContent
+ case "loosesprites\\shadow": // Game1.LoadContent
Game1.shadowTexture = content.Load<Texture2D>(key);
return true;
/****
** Content\Critters
****/
- case "tilesheets\\crops": // Game1.loadContent
+ case "tilesheets\\crops": // Game1.LoadContent
Game1.cropSpriteSheet = content.Load<Texture2D>(key);
return true;
- case "tilesheets\\debris": // Game1.loadContent
+ case "tilesheets\\debris": // Game1.LoadContent
Game1.debrisSpriteSheet = content.Load<Texture2D>(key);
return true;
- case "tilesheets\\emotes": // Game1.loadContent
+ case "tilesheets\\emotes": // Game1.LoadContent
Game1.emoteSpriteSheet = content.Load<Texture2D>(key);
return true;
- case "tilesheets\\furniture": // Game1.loadContent
+ case "tilesheets\\furniture": // Game1.LoadContent
Furniture.furnitureTexture = content.Load<Texture2D>(key);
return true;
- case "tilesheets\\projectiles": // Game1.loadContent
+ case "tilesheets\\projectiles": // Game1.LoadContent
Projectile.projectileSheet = content.Load<Texture2D>(key);
return true;
- case "tilesheets\\rain": // Game1.loadContent
+ case "tilesheets\\rain": // Game1.LoadContent
Game1.rainTexture = content.Load<Texture2D>(key);
return true;
@@ -336,18 +336,18 @@ namespace StardewModdingAPI.Metadata
Game1.ResetToolSpriteSheet();
return true;
- case "tilesheets\\weapons": // Game1.loadContent
+ case "tilesheets\\weapons": // Game1.LoadContent
Tool.weaponsTexture = content.Load<Texture2D>(key);
return true;
/****
** Content\Maps
****/
- case "maps\\menutiles": // Game1.loadContent
+ case "maps\\menutiles": // Game1.LoadContent
Game1.menuTexture = content.Load<Texture2D>(key);
return true;
- case "maps\\springobjects": // Game1.loadContent
+ case "maps\\springobjects": // Game1.LoadContent
Game1.objectSpriteSheet = content.Load<Texture2D>(key);
return true;
@@ -384,11 +384,11 @@ namespace StardewModdingAPI.Metadata
/****
** Content\TileSheets
****/
- case "tilesheets\\animations": // Game1.loadContent
+ case "tilesheets\\animations": // Game1.LoadContent
Game1.animations = content.Load<Texture2D>(key);
return true;
- case "tilesheets\\buffsicons": // Game1.loadContent
+ case "tilesheets\\buffsicons": // Game1.LoadContent
Game1.buffsIcons = content.Load<Texture2D>(key);
return true;
@@ -396,7 +396,7 @@ namespace StardewModdingAPI.Metadata
Bush.texture = new Lazy<Texture2D>(() => content.Load<Texture2D>(key));
return true;
- case "tilesheets\\craftables": // Game1.loadContent
+ case "tilesheets\\craftables": // Game1.LoadContent
Game1.bigCraftableSpriteSheet = content.Load<Texture2D>(key);
return true;
@@ -483,7 +483,9 @@ namespace StardewModdingAPI.Metadata
where TAnimal : NPC
{
// find matches
- TAnimal[] animals = this.GetCharacters().OfType<TAnimal>().ToArray();
+ TAnimal[] animals = this.GetCharacters()
+ .OfType<TAnimal>()
+ .ToArray();
if (!animals.Any())
return false;